/**************************************************************************/ /* nodepath_glue.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #ifndef NODEPATH_GLUE_H #define NODEPATH_GLUE_H #ifdef MONO_GLUE_ENABLED #include "core/string/string_name.h" #include "../mono_gd/gd_mono_marshal.h" StringName *godot_icall_StringName_Ctor(); StringName *godot_icall_StringName_String_Ctor(MonoString *p_path); void godot_icall_StringName_Dtor(StringName *p_ptr); MonoString *godot_icall_StringName_operator_String(StringName *p_np); bool godot_icall_StringName_operator_Equals(StringName *p_sn1, StringName *p_sn2); // Register internal calls void godot_register_stringname_icalls(); #endif // MONO_GLUE_ENABLED #endif // NODEPATH_GLUE_H